Infrequent use of Systems
Hi all, a bit of opinion harvesting.
Where do you stand regarding game systems that aren't expected to come up often?
For example, there are games designed around combat and the assumption is that you will have at least one per session if not more.
On the other hand there are games where they will have a combat system that isn't much less demanding than the former but communicate that you may not have a combat for 2 or 3 sessions at a time or actively advise you that combat should be avoided by all parties and that combat is a fail state (whether this is in the book or is just common play culture/advice)
The more I have played/ran RPGs the more I'm wondering about this area of design and I'm not really sure how I feel about it.
I know that in practice it can really break the flow to start doing something no one has engaged with for 2 sessions (which can be more than a month depending on how often you play)
On the other hand, in practice I've found universal resolution systems to become stale. There's a certain game feel that comes with having different resolution systems/mini games for different aspects of the game.
Hoping others have pondered similarly and have something to add.